sabato 23 maggio 2026

New Courser Mythic Class Features

I hope Matt appreciates these tributes to his work!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Courser Venture (Power) To take a mythic venture, a courser must have the non-mythic version of the venture. No mythic venture may be taken more than once.

Mythic Combat Trick: The courser gains a bonus combat feat. They add their tier to their fighter level for purposes of meeting this feat’s prerequisites. (Thus a courser with mythic tier 4 could take Weapon Specialization, if they also had Weapon Focus).

Mythic Determined Rider: The courser’s mount also benefits from their relentless, distant advance, opportune stalker, tireless, and tenacious stalker abilities.

Mythic Enduring: The courser is immune to nonlethal damage from extreme heat and cold, and the penalties of the fatigued condition. They can still be fatigued (causing them to become exhausted if they gain a second fatigued condition), but do not suffer any drawbacks from the fatigued condition. The courser also adds their mythic tier to their level for the purpose of determining their fast healing rate, and to their Constitution score for the purpose of determining when nonlethal damage would begin to affect them negatively.

Mythic Harvest Meat: The courser gains one bonus talent or advanced talent from the Survivalism sphere that they qualify for. In addition, meat divided using the Meat talent lasts double, while refined meat heals double the listed number of hit points. If the courser also has the mythic forage ability, they only need 10 minutes to prepare a meal using refined meat if they expend one use of mythic power.

Mythic Hunting Companion: The courser’s animal companion gains a portion of the courser’s mythic power. The animal companion gains the hard to kill base mythic ability. If the courser is mythic tier 3, the animal companion also gains the amazing initiative base mythic ability. If the courser is mythic tier 5, the animal companion also gains the recuperation base mythic ability. If the courser is mythic tier 7, the animal companion also gains the mythic saves base mythic ability. If the courser is mythic tier 9, the animal companion also gains the immortal base mythic ability.

Mythic Natural Survivor: The courser gains a mythic sphere mastery for any one skill sphere they have. This mythic venture can be selected once for each time the courser selected the non-mythic natural survivor venture.

Mythic Rogue Talent: The courser gains the mythic version of a rogue talent they have. This mythic venture can be selected once for each time the courser selected the non-mythic rogue talent venture.

Mythic Simple Pleasures: The benefits of the simple pleasures ability last for two days. They are cumulative with other meals made by the courser that the creatures eat in the meantime.

Mythic Terrain Expertise: The courser gains an additional bonus to all movement types in their favored terrain equal to +5 feet for every +2 favored terrain bonus they gain in that terrain.

Mythic Woodland Acumen: The courser can use the woodland acumen ability without spending skill leverage for a number of times per day equal to ½ their level (minimum 1).


4th Level

Mythic Ambusher: The courser can always act in the surprise round.

Mythic Deadly Hunter: The courser gains one bonus talent or advanced talent from the Survivalism sphere that they qualify for. In addition, the courser can assess proficiency, assess health, identify the creature, or sense the goal of the marked creature without attempting a skill check.

Mythic Deep Wounds: The courser adds ½ their mythic tier (minimum 1) to the Heal DC and to the points of healing required to remove the effects of their harrying assault ability.

Mythic Friend of the Wilds: The courser gains one bonus talent or advanced talent from the Communication sphere that they qualify for. The courser can also use the Beast Whisperer talent and the friend of the wilds ability to communicate with plant creatures.

Mythic Ironclad Stalker: The courser gains proficiency with light and heavy shields, and the ironclad stalker ability also functions when they are carrying a shield. If the courser selected the non-mythic ironclad stalker ability twice, they gain proficiency with tower shields, and the ability functions even when they are carrying a tower shield.

Mythic Stomach Punch: The courser adds ½ their mythic tier (minimum 1) to the number of rounds a victim stays sickened for, and their mythic tier to the Fortitude save DC to negate or reduce the effect.

Mythic Unabated PursuitDS:I&I: When the courser uses this ability, they can ignore up to 10 feet of difficult terrain + 10 feet for every 2 mythic tiers they possess. If they choose to move twice their base speed, doing so does not subtract from their total movement on their following turn.


6th Level

Mythic Head SmashDS:H&B: The courser adds a number of rounds equal to ½ their mythic tier (minimum 1) to the head smash effect’s duration, and their mythic tier to the Fortitude save DC to negate or reduce the effect.

Mythic Nature’s Garnish: The courser adds ½ their mythic tier (minimum 1) to the bonus granted by this ability.

Mythic Opportunistic HarryDS:I&I: The courser can use this ability for a number of times per round equal to ½ their mythic tier (minimum 1), up to the number of attacks of opportunity they can make in that round.

Mythic Planar Foraging: The courser can choose an additional terrain benefit when using their planar foraging class feature. This requires them to be on a plane with that type of terrain, or to use their resourceful foraging class feature. If the courser also has the mythic forage ability, they can choose benefits from two different terrains plus one plane at the same time.

Mythic Slaughter: The courser can use this ability on the same creature for a number of additional times per day equal to their mythic tier.

Mythic Thaumic Disruption: The courser adds their mythic tier to the number of rounds this effect lasts for.

Mythic Vicious Strikes: The courser adds their mythic tier to their level for the purpose of determining this ability’s effects.


8th Level

Mythic Astral Tracking: This ability functions when the courser is within medium range from a teleported creature’s original location, and the courser adds their mythic tier to their Survival skill check to locate the creature.

Mythic Perpetual AcclimationDS:H&B: The courser gains two perpetual acclimations for each instance of this ability that they select.

Mythic Slaughtering Critical: For a number of times per day equal to ½ their mythic tier (minimum 1), the courser can cause an enemy creature to automatically fail their save against the courser’s harrying attack.

Mythic Thorough Foraging: The courser can choose benefits from any terrain when using their forage class feature, even if they are not in that terrain or didn’t choose it for their resourceful foraging ability.


12th Level

Mythic Improved Astral Tracking: The courser may attempt to teleport in the same location as a creature tracked with this ability, as if they had the I Will Come feat.

Mythic Pin DownDS:I&I: The courser gains Mythic Pin Down as a bonus mythic feat, even if they don’t meet its prerequisites.


Mythic CookDS:I&I (Alternate Class Feature) The courser adds their mythic tier to their class level for the purpose of determining the effects of this ability.

mercoledì 20 maggio 2026

New Agent Mythic Class Features

These are to complement the class features written by Matt, with great admiration!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


NEW MYTHIC AGENT CLASS FEATURES

Mythic Ploy (Additional) The agent gains a second ploy. They gain abilities from this ploy at their class level -6, but these function at their full class level.

Mythic Ploy (Power) The agent possesses a mythic prowess in their ploy. They add their mythic tier to their professional level when determining the effects of their ploy abilities (though this does not impact what abilities they have access to at each class level).

When a ploy has an effect that lasts one time unit (1 round, minute, hour, or other), it lasts an additional number of time units equal to ½ the agent’s mythic tier (minimum 1).

If an ability requires allies to be within a range or being able to see and hear the agent (such as many conspiratorial ploys), the allies can continue benefitting from the ability for a number of rounds equal to the agent’s mythic tier after they go out of range of the agent and/or are unable to see or hear the agent. If an ally re-enters the agent’s range or line or sight before this time expires, the time resets.

If an ability would require the agent to expend skill leverage (included the ploy’s 14th-level addition to the always a clue ability), the agent can use that ability without expending skill leverage for a number of times per day equal to ½ their mythic tier (minimum 1).

In addition, a mythic ploy can grant additional abilities, as follows. If the agent has more than a ploy, they may take this mythic class feature more than once. Each time they do, they may improve a different ploy.


Mythic AgilityArPC Ploy

Thrilling Engagement: The agent can use discerning strike on the target whenever the agent or the target is using any movement type (including gliding through an element).

Swift of Foot: The agent doesn’t lose their extra speed when carrying a medium load. At 10th tier, the agent retains the extra speed even when carrying a heavy load.


Mythic Bravado Ploy

Distracting Attack: The agent adds their mythic tier to their Bluff or Intimidate check, and the distracting effect lasts for a number of rounds equal to ½ their mythic tier (minimum 1).


Mythic DeadeyeArPC Ploy

In My Sights: The agent can ignore improved cover when using successfully the in my sights ability. By expending one use of mythic power, the agent can ignore total cover too.

Comprehend: The agent adds their mythic tier to all Knowledge, Perception, and Sense Motive skill checks attempted against their target.

Ricochet Shot: If the agent hits the second target, they can ricochet the shot again to a third target, with a -10 penalty on the attack. The agent can apply the effects of discerning strike to the first target as normal.


Mythic Discipline Ploy

Shrink Away: The agent doesn’t need to make an Acrobatics check to squeeze in an enemy’s space. The agent also doesn’t take any penalties on their attack rolls or AC for squeezing.

Inside Fighting: The agent adds ½ their mythic tier (minimum 1) to the target’s penalty.

Clever Technique: The agent adds their mythic tier to their Escape Artist check or combat maneuver check.


Mythic Imposture Ploy

Misleading Attack: The agent doesn’t take a penalty on their Sleight of Hand check for not slowing down. If the agent makes a Sleight of Hand check to shift the blame, the target is not granted any bonus on their saving throw, and is not immune to the misleading attack ability after attempting a saving throw.

Subtle Setup: The target’s penalties double.

Swift Setup: The agent needs not have an Improved feat for the combat maneuver they choose to attempt. At 5th mythic tier, the agent can attempt any combat maneuver, even if it is not on the list.

Consistent Story: A creature that is a victim of the consistent story ability automatically fails at all Perception checks against the Disguise and Sleight of Hand checks of the agent and the agent’s apparent allies and at all Sense Motive checks against lies the agent or the agent’s apparent allies tell that are believable given their appearances, for a number of hours equal to the agent’s mythic tier.


Mythic InstigatorArPC Ploy

Taunting Glower: The agent can use the taunting glower ability without expending martial focus for a number of times per day equal to ½ their mythic tier (minimum 1).

Brutalize: When using the brutalize ability, the agent treats any discerning strike damage dice that roll a 1, 2, or 3 as if they had rolled a 4 instead.

Salt the Wound: Whenever the agent successfully uses a devious technique on a target, the agent may use a boast as a free action, or two as an immediate action.


Mythic Silence Ploy

Vanish Into the Crowd: If the agent loses cover or concealment while they are using Stealth, the agent does not break Stealth due to being revealed for a number of rounds equal to ½ their mythic tier (minimum 1).

Trip Up: The target cannot move from its current place for a number of rounds equal to ½ the agent’s mythic tier (minimum 1).

Efficient Infiltration: After hitting with discerning strike, the agent can apply two devious techniques, one of which must be a technique specific of the silence ploy.


Mythic Ploy (Selection) Once each day, the agent selects one ploy to replace the one they currently possess. They lose the replaced ploy’s abilities and gain the selected ploy’s abilities until they choose to replace them again.

Mythic Conspiracy (Additional) The agent gains a second conspiracy. They gain abilities from this conspiracy at their class level -6, but these function at their full class level.

Mythic Conspiracy (Power) The agent is mythically adept with their conspiracy. They add their mythic tier to their agent level when determining the effects of their conspiracy abilities (though this does not impact what abilities they have access to at each class level).

If a coordinated combat option requires an ally or another creature to have succeeded at a check or successfully used an ability since the end of the agent’s last turn, the ability now functions if the creature has succeeded at a check or successfully used an ability within 1 round for every mythic tier the agent possesses.

If an ability would require the agent to expend skill leverage, she can use that ability without expending skill leverage for a number of times per day equal to ½ her mythic tier (minimum 1).

In addition, a mythic conspiracy can grant additional abilities, as follows. If the agent has more than a conspiracy, they may take this mythic class feature more than once. Each time they do, they may improve a different conspiracy.


Mythic Censorship Conspiracy

Web of Secrets: The agent can gather information about a magic item, spellcaster, magical phenomenon, or creature with magical abilities within two week’s travel of the local settlement.


Mythic Collusion Conspiracy

Web of Secrets: The agent adds their mythic level to their Diplomacy check.


Mythic PropagandaBuG Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the effects of their performance talents expire.


Mythic ReconnaissanceBuG Conspiracy

Web of Secrets: The agent can select two settlements, structures, or hexes of wilderness to benefit from this ability.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the ally or the target leave the agent’s pathing.


Mythic Revolt Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as the target is affected by any mind-affecting effect, even a harmless one.


Mythic Treachery Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage also apply when the target has an anger condition or is in the agent’s threatened area.


Mythic Conspiracy (Selection) Once each day, the agent selects one conspiracy to replace the one they currently possess. They lose the replaced conspiracy abilities and gain the selected conspiracy’s abilities until they choose to replace them again.

Mythic Devious Technique (Single) Single mythic devious techniques grant specific abilities, as follows.

Sensory Shutdown: A creature can be affected by the sensory shutdown ability for a number of additional times per day equal to the agent’s mythic tier.

What Were We Doing?: If the agent reduces the creature’s hit points to 0 or lower, the creature must roll the saving throw against this ability three times, taking the lowest of the three results.


domenica 17 maggio 2026

New Eminent Path Abilities

These are dedicated to Matt, too. See the Eminent mythic path in Studio M’s book Mythic Spheres of Guile: The Eminent Path.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


NEW EMINENT PATH ABILITIES


1st Tier


Call In a Favor Ex) As the strangerMHH mythic path ability.

Curio Collector (Ex) As the mysticMCC mythic path ability.

Masterwork Creator (Ex) You can create trinkets using the Artifice sphere that replicate items from another sphere talent you possess, such as an Alchemy sphere formulae, Trap sphere trap, etc. When you create such a trinket, it is considered a masterwork item and lasts for an additional number of hours equal to the number of talents you possess in the related sphere. You can apply talents from the related sphere to your trinket as if they were Artifice sphere talents. Likewise, if you use another sphere talent you possess to create an item, you can instead apply skill talents to your item as if they were talents from the related sphere.

Field Surgeon (Ex) As the geniusMHH mythic path ability.

Indefatigable Traveler (Ex) As the guardianMO mythic path ability.

Ranged Disable (Ex) As the tricksterMA mythic path ability.

Streetwise Seeker (Ex) As the strangerMHH mythic path ability.

Supreme Tracker (Ex) (Utility) As the guardianMA mythic path ability.

Technological Tinker (Ex) As the geniusMHH mythic path ability.

Uncanny Agility (Ex) You automatically succeed at your saving throw against non-mythic traps. If a non-mythic trap doesn’t allow a saving throw, you either take half damage from the trap or have only a 50% chance to be affected by the trap’s effect.


3rd Tier


Combat Saboteur (Ex) As the tricksterMA mythic path ability.

Handy Souvenir (Ex) As the strangerMHH mythic path ability.

Learning By Example As the reluctant heroMCC mythic path ability.

Loophole (Su) As the boundMCC mythic path ability.

Lucidity (Su) You are immune to all the non-mythic effects that cause the sickened and nauseated condition.

Master of Shadows (Ex) As the marshalMA mythic path ability.


6th Tier


Dispassionate Insight (Ex) As the geniusMHH mythic path ability.

Flexible Terms (Ex) As the boundMCC mythic path ability.

Technomagical Conversion (Ex) As the geniusMCC mythic class ability.

Ultimate Diplomat (Ex) With a successful Bluff, Diplomacy, or Intimidate skill check against a group of creatures, you can expend one use of mythic power to learn one motivation of each creature in that group. Mythic creatures are immune to this effect.

Unfathomable Knowledge (Su) (Utility) As the boundMCC mythic class ability.